Chain Mauler

Skarm's page

Organized Play Member. 269 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.



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Hi all,
I was wondering:

For purpose of Share Spells, using a wand or a scroll on them would count as "casting" the spell on them for purpose of the "you" harmless spells and the "ignore the type" effects of this ability?

Thanks,
Skarm


Hi all,
I was wondering if Rhamphorhynchus, having an "avian" body type, would count as biped or quadruped for purpose of carrying loads:

From this picture, I'd assume quadruped:

https://www.newdinosaurs.com/wp-content/uploads/2016/11/1564_rhamphorhynchu s_ariel.jpg

...but in theory they have only 2 wings (and 4 "legs")!

What do you think is proper?

Thanks,
Skarm


Hi all,
A familiar too small to have reach can aid another in combat without risking an attack of opportunity?
Skarm


Hi all,
I was wondering how works the 1st level Rebuild:

While I have read the manual, I still don't understand how it works:

Can I change my character *completely*...including name, gender, race, etc...?

Skarm


Hi all,
I was wondering:

If a Spellscar Drifter multiclassed into a Gunslinger, would he still be able to have his Grit pool from Charisma?

Thanks,
Skarm


Hi all,

The FAQ states one can retrain a familiar's skills at the same price as if he was retraining himself...but the familiar has only its racial skill ranks or the skill ranks granted by its owner:

Would this allow it to retrain a skill rank to a different skill (i.e., fly)?

Thanks,
Skarm


Hi all,
I was wondering:

If a character was of level 6 or more, in theory, would be possible to buy an Emperor Cobra and milked poison last for the duration of the adventure.

So...would be possible to keep the cobra at one's base and use it just to get its 4 daily doses of poison for a single adventure (assuming that this animal stays within the active pet + mount + passive pet limit)?

Thanks,
Skarm


Hi all,
I was wondering:

The poisoned locket from Potions and Poisons:

"This heart-shaped locket is attached to a thin metal chain made of looped strands of gold or silver. Inside the locket is a small, spring-loaded vial that can hold a single dose of powdered poison. Loading the locket with poison carries the same risks as applying poison to a weapon. When the locket is opened, the vial is shattered by a ball bearing, releasing the powder into the air and treating the poison’s type as if it were inhaled. The airborne poison affects all creatures within 10 feet of the locket."

Since "loading the locket with poison carries the same risks as applying poison to a weapon" I'd assume the poison is used up, but the locket would be reusable, else I don't understand why wouldn't be "pre-loaded"...what do you think?

I also was wondering because this tool is kind of expensive...

Also I was wondering:

Do you think a familiar with Intelligence 6 and claws would be able to open it?

I was asking because a flying familiar with a Gamboge cracked ioun stone attuned to that specific poison might be an interesting "carrier" for
such item...but if the locket wasn't reusable this and the cost of the poison would make this tactic prohibitive...

Skarm


Hi all,
I was wondering:

If I had the Sharding property on an Amulet of Mighty Fists, my unarmed and natural attacks could be performed at distance and "uses the same proficiency and otherwise functions the same as the original weapon"...

...and...

...unarmed attacks could be used instead of melee touch attacks...

...so...

...if I use a Wand of Touch Injection...

...would I be able to deliver poison with an increment of 10 feet range and an unarmed attack *ignoring* the poison onset?

I was thinking about it since well...seems a pretty expensive "setup to make", but with the right poison it could "pay off"...

So I was wondering:

Could be done?

I mean...by RAW? ...by RAI??

Skarm


Hi all,
I was wondering a thing about the Grenadier Alchemical Weapon ability:

Would be possible to use this ability to "infuse" a bottle lighting (or another "single strike" alchemical weapon) with another alchemical weapon effect?

The bottle lightning is a weapon, while alchemical...and I cannot be infused in a weapon as it is not a liquid or a powder, but seems reasonable that it might be infused...

...what do you think?

And...what about flame fountain firework?

Would be possible to infuse it to deal more damage as melee touch attack?

In your opinion what are other interesting "infusions" that could be combined with the Alchemical Weapon ability??

Would be possible to infuse a specific ammunition inside a repeating crossbow case...or a loaded crossbow bolt??

Thanks,
Skarm


"Investigators, rogues (including unchained roguesPU), and slayers can select this feat in place of an investigator talent, a rogue talent, or a slayer talent, respectively, if they meet the prerequisites."

I was wondering:

A ninja is, in fact, an alternate class for the rogue (as the unchained rogue)...could the ninja get this feat as rogue talent?

Thanks,
Skarm


Hi all,
I was wondering:

Endless Bandolier is listed as:

"...look like they can hold twenty alchemical cartridges (ammunition for a firearm, see Ultimate Combat), but due to a subtle bending of space can actually hold up to 60 cartridges..."

...and...

"...The four small pockets can each hold a one-handed firearm, 1 pound of ammunition, a powder horn, or a similarly sized object. The two large pockets are large enough to hold a two-handed firearm or a similarly sized object..."

I was wondering if the Endless Bandolier could be used to carry alchemical items to use by an Underground Chemist (who can draw them as a weapon)...

...alternatively...since an Efficient Quiver could carry up to 18 items of the "same general size and shape as a javelin" and most flasks weight around 1-2 lbs...

...could be reasonable to take an Efficient Quiver to carry around those alchemical items?

Also I have to admit:

I really don't understand the rule for "drawing a weapon":

If a weapon or an ammunition (i.e., shuriken) is kept in a bandolier (which usually require a move action to retrieve a normal item) or in a Handy Haversack (which usually requires a move action)...would it be drawn according to the "drawing a weapon" rules?

Because else I seriously wonder *where* those poor adventurers are actually carrying their weapons:

The typical image is to have a warrior with weapons carried in scabbards and sheaths hanging from their belt or from a bandolier...or stuck in loops of the bandolier...but bandolier lists "move action" to draw an item!

Does this means that the container could be the same, but a weapon is treated as a special item for purpose of drawing?

Thanks,
Skarm


Hi all,
Most poisons seem to be standardized...come in vials, etc...but a few differ from this and one of them is the Chelish Deathapple:

"Weight 1/2 lb.

This poison is culled from specially bred thornapples, and is often administered on the skin of an apple itself. It is typically employed to fake the deaths of dissidents so their disappearances don’t attract attention. Creatures in the deathlike trance this poison causes are unconscious and can’t be woken by mundane means; a successful DC 25 Heal check is required to realize the victim is alive. The victim can be shaken from this trance with any magical healing (including lesser restoration, as appropriate)."

If one does not consider the onset of 1 minute, it is a quite interesting KO poison if changed to a more versatile delivery type (contact, injury or inhalant)...

...but I was wondering:

The actual weight could be changed?

The 1/2 lb. is obviously because "it is often administered on the skin of an apple itself"...but my point is if the poison could be converted (also back to ingested) in order to have the usual (vial) format...is it possible?

I was also thinking about turning it into contact poison and then use it through vector ink by sending it as a parchment to the enemies... XD

Also I was wondering how this might be managed in a PFS context...since this 1/2 lb. weight for a poison is simply an anomaly (in my opinion was an example of bad design, since the apple could be the 'typical delivery method'...which is nice, but is fluff!)...
Skarm


Hi all,
I was wondering:

Would be possible to declare that one is fighting defensively and then attempt to feint against an opponent?

Skarm


Hi all,
I was wondering:

There are ready-made weapons like the bear trap, the trespasser's boot or the bellring trap...

...and some of them are quite cheap to buy...

...so...I was wondering:

What skill check would be necessary to SET them (instead of disarming)?

Is there any official source suggestion about this?

Thanks,
Skarm


Hi all,
I was thinking about the expected values possible for the two option above and my conclusion was this:

For any use that would be reasonable the expected value would be the same BUT the first option is more versatile.

The second is useful EITHER as advantage (best) or hindrance (worst) but not for both.

The first leaves options for both since you have to state the reroll after you are told the result of the dice and you don't ask reroll if seems favourable (i.e., 10- on enemy roll and 11+ on your roll on a d20)...so in fact you are taking an "unacceptable" result as second only if it rolls worse than the "acceptable" result...

Is this thought wrong in your opinion?
Which of the two reroll would lead to better results in your opinion?

Skarm


Hi all,
I was wondering:

Apparently there is no official ruling on how contact poisons work, but
the Contact Toxin discovery of the Eldritch Poisoner list:

"A vial of contact arcanotoxin can be thrown up to 30 feet as a ranged touch attack or smeared onto a surface as a standard action, but it becomes inert after 1 minute."

Could this be representative of how contact poisons are meant to be used?

Or there is a better (less class-specific) source?

I ask because having a poison type that is outright useless for lack of official rules on how to use it seems a bit silly...

I also was wondering:

How much inhalant poisons linger into the area where they were spread?

There is any kind of official rule for that?

A character who re-enters or stays in an area with an inhalant poison will have to reroll his save even if he succeeded it before?

Thanks,
Skarm


Hi all,
I was wondering:

Inhalant and ingested poisons allow for multiple dose stacking...does this mean that I could stack poison doses (3 a time) in a poisoned sand tube to affect targets with more doses of poison?
Skarm


Hi all,
I don't understand:

The Tiller's Gum from Adventurer's Guide seems to be even PFS legal, but I really don't understand why someone would use it...can you help me to understand?

"This gum has alchemical properties that allow it to soak up magical energy and release it when the gum is chewed. As a standard action, a stick of tiller’s gum can be imbued with a spell of up to 3rd level with a casting time of less than 1 minute and that targets one or more creatures, as if the gum were the target of the spell. The gum holds the spell’s charge for 1 hour, during which time a creature capable of casting the stored spell can chew the gum as a standard action to gain the spell’s effects, expending the stored spell and destroying the gum. The stored spell uses the original caster’s level to determine its effects. If the spell-imbued gum isn’t used before an hour passes, it is ruined. Crafting a stick of tiller’s gum requires a successful DC 20 Craft (alchemy) check."

The "as if the gum were the target of the spell" seems extremely strange to me...what is supposed to mean?

That only area of effect spells can work with it? But wasn't individually targeted?

Could it be used with spells like True Strike and Mirror Strike (while being Personal, the caster is still a target)?

But the gum is inanimate...how it could be the target of the spell??

So, apparently, no cool hand-less instant-buff spells...

The fact that it needs to be chewed might allow to avoid hand usage to activate it...but I am right in assuming so?

However..."a creature capable of casting the stored spell" makes this alchemical item incredibly useless:

It seemed a spell-storage one-shot item, but if the creature can already cast the stored spell...what's the point???

I have also the doubt that scrolls or wands cannot be used to store a spell in it...am I wrong?

So...why someone would waste 100 gp on such a silly alchemical item?

I have the impression that is an item that has been nerfed into uselessness...or I am missing something??

Thanks,
Skarm


Hi all,
I was wondering:

A Tangleshot Arrow states:
"This arrow is tipped with a tiny vial of tanglefoot goo. Firing a tangleshot arrow is a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. This effect is similar to that of a tanglefoot bag, but with the following adjustments: Reflex DC 10, Strength DC 12 to break, 10 points of slashing damage to cut through, concentration DC 10 to cast spells. A tangleshot arrow imposes a –1 penalty on attack rolls because of its weight."

But...such an arrow could be poisoned with injury or contact poison to deliver it on the target?

Thanks,
Skarm


Hi all,
I was wondering:

A wand of fabricate bullets could be taken for free for 2 PP.

The spell works on 1 pound of lead which costs 2 gp, so without that it is useless...BUT...

...in theory...one could buy 1 pound of lead at 2 gp, produce 30 bullets and sell them at half price for 15 gp with 13 gp profit.

As "money-making" scheme would be bad, but still would be better than selling the wand at half price, since one could get 650 gp from the sold bullets instead of 350 gp of selling the wand at half price.

What do you think of this idea?

Would be impossible to pull in PFS or could be done?
Skarm


Hi all,
Would be possible to sell (at half price) a free item bought with PPs?

I mean...with 1 PP one could get a free item up to 150 gp and with 2 PP
one can get a free item up to 750 gp.

Could I then sell the item at 50% price to get half of that amount of gold pieces?

While probably it is not a great idea, could be useful if one is really cash-strapped...but I was wondering...would such action PFS-legal??

Thanks,
Skarm


Hi all,
I am a bit puzzled, because I had two characters:

# 244785-1 and # 244785-2

... I wanted to create a new one and expected it to be # 244785-3, BUT for some mysterious reason that I don't really understand...

...# 244785-3 was SKIPPED...and a # 244785-4 was generated!

Anyone of you know why it could have happened?

There is any way to fix it or now I have to live with a "skipped" character slot?

Thanks,
Skarm


Hi all,
I have a few perplexities about some traits...apparently many of them have some silly restrictions that make them nearly worthless, but I wanted to understand if I misunderstood:

Potent Concoctions seemed a powerful trait, albeit very specific, since it granted a +1 DC to two poisons. It also came with the need to be a worshipper of Ghlaunder, which sucked a bit, but I had already a crazy idea for that...however...I read better:

"Choose any two poisons from the table on page 559 of the Pathfinder RPG Core Rulebook"

...so on top of being already situational, it restricts the poison selection to the sucky and hyper-expensive Pathfinder RPG Core Rulebook poisons? Am I getting it right? :-?

Propitiation seemed another interesting trait since it allowed:
"At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day."

Seemed a very nice trait, but then I checked each and every god listed under Dwarven Deity pantheon...

...in fact this trait restricts a character's alignment so that Chaotic Neutral isn't permitted with these deities...

...I was wondering however, Dwarven Deity means "belonging to dwarven deity pantheon" or "worshipped by dwarves"?

Because that would include Cayden Cailean and Gorum, giving a little bit of freedom...

( While it is fine that a character is required to worship a deity, it is really bad to be restricted by some "fluff" requirement in a character's creation... )

I had also a doubt about the Secret Keeper faith trait, which states:
"Avoiding inquisitors and agents of your enemies has required you to become a practiced liar. You gain a +3 trait bonus on Bluff checks when they are opposed by another’s Sense Motive check."

While there are a few exceptions, almost all Bluff checks to deceive or lie are opposed by another's Sense Motive...this means the character has an amazing +3 bonus to this application of Bluff??

Also the trait Trustworthy +1 Bluff bonus applies to this Bluff application, right?

"You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you."

What is the meaning of "cover identity" for the Deep Cover trait?
"You have lived a double life since your youth, perhaps to avoid persecution for your true identity or in service to an enemy of the people or group associated with your cover identity. You can always take 10 on Bluff and Disguise checks to assume and maintain your cover identity. Bluff or Disguise (your choice) is a class skill for you."

Is this in fact an automatic "Take 10" on any Bluff and Disguise check to disguise and tell lies associated to one's disguise?

The Merabian Mentorship trait:
"You were apprenticed to a renowned alchemist of Merab, and she taught you how to recognize elemental reagents by taste. Upon imbibing a potion containing a spell on your formula list of a spell level you are capable of casting, you can attempt a Spellcraft check (DC 15 + extract level). On a success, you can immediately add the spell to your formula book."

...is only accessible to Suli?

The description states only "the following regional trait is available to characters with ties to Thuvia" however...even if it is associated to the suli race.

Thanks,
Skarm


Hi all,
I have found a number of different things for the archetypes and rogue talents available for PFS play, but I am a bit perplexed:

Where I find the actual rule for this?

For example, I thought Knockout Queen from Adventurer's Guide wouldn't be accessible but on Nethys seems to be accessible and I wonder where this detail comes from... :((

Skarm

P.S.: In particular I am perplexed because most of the Unchained Rogue abilities in Pathfinder Unchained seem to be coming from the main books while the "splat books" material seems to have been ignored (which seems to be something that often happens)...


Hi all,
Usually each mystery has one or more deities associated...but in theory the Oracle isn't worshipping any deity...so I was wondering:

Would be possible to be an Oracle of the Intrigue mystery and still get a religion trait for a different deity?

Thanks,
Skarm


Hi all,
I don't understand one thing:

"At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed."

Frankly, based on the wording, this is quite silly:

a) In any game I have played, the DM *never* tells you the result of his die rolls and usually rolls behind a DM screen...only tells you whether or not something affects your opponent...so how you understand if you WANT it to be re-rolled or not?

b) Is it to be understood as a "intermediate" effect, like..."The DM rolls X, you ask what was rolled -but not the end result- and ask for a re-roll"?

Or I have misunderstood this ability completely...what means "before the results of the roll are revealed"??

Thanks,
Skarm

P.S.: Potentially the character could use also on himself to re-roll his dice rolls 1 per day??


Hi all,
I was wondering:

According to PFS rules, a character can have only an active pet, a mount or a (inactive) familiar...

...but what about stuffing a large aquatic cage with 5 sting rays into the largest bag of holding and having a mule carry it?

The water could be changed with a Decanter of Endless Water, leaving only the food issue...

...but this would be a way to milk up to 10 doses of "nice" poison (Dex & Con) from these stingrays...

Do you think would be possible?

Thanks,
Skarm

P.S.: There is some other smaller, purchaseable and maybe terrestrial animal that could be bought and carried around for this purpose?

P.P.S.: The animal wouldn't be really "active" or "passive"...would just be a portable poison making source!! XDD


Hi all,
I had a devious thought:

If one smeared the tip of a wand with contact poison and then used the wand and proceeded to touch the opponent with it (in theory, the wand covers all requirements for casting and requires no free hands...and spell effects are generated from the wand...so seems reasonable that one touches with a wand instead of his bare hand)...

...would this poison the opponent and cause him, if he fails his save against the spell, to suffer the penalty to his saving throw against the contact poison?

What is your opinion?

This seems especially amazing with a Poisoner rogue....
Skarm


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Hi all,
I was wondering:

Alchemical Arrows in the Alchemy Manual state:

"While Kyonin archers
prefer alchemical arrows to other missile weapons,
characters can infuse other ammunition and thrown
weapons that deal piercing damage (such as crossbow
bolts, darts, and shuriken) with alchemical effects.
Aside from differing base statistics, these alternative
types of alchemical ammunition have effects identical
to the alchemical arrows listed here. However, firearm
ammunition can't be imbued with alchemical ingredients,
nor can ammunition types that don't deal piercing damage."

And this is further confirmed by Campaign Clarifications:

"You may purchase other types of ammunition with the properties of any of the arrows listed on these pages. The ammunition costs the same as the arrow, unless the base cost of one unit of the ammunition costs 1 gp or more—in that case, add the cost of one unit of ammunition to the listed cost for the arrow."

Until today I had always thought that the feather-weight dart wouldn't have applied, but now I have checked the description of a projectile weapon that uses them (Wrist Launcher) and...

...to my surprise it STILL deals "P" damage, which would make it applicable for having them in alchemical weapon format!!

So I was wondering...

...this would allow then for...

...splinter-cloud feather-weight darts, who would deal 1d3 points of damage to the target and to the surrounding creatures...while seeming to come from NOWHERE???

...tangleshot feather-weight darts...entangling opponents again from NOWHERE??

...trip feather-weight darts...tripping opponents again from NOWHERE??

Also...feather-weight dart is prevented from delivering its poison, but the effects above shouldn't be hindered from delivering their effect!

Am I right or is it too crazily cool to be true?? :P

Thanks,
Skarm


Hi all,
I was wondering:

The Spellscar Drifter uses Charisma instead of Wisdom for grit...and the Pistolero would use Wisdom...

...if one dual classes, it is like the Ninja/Monk that one could use either Wisdom or Charisma?

Thanks,
Skarm

P.S.: Also...Amateur Gunslinger would be replaced by Extra Grit, but the deeds acquired for it would be still available, right?
So, for example, I could get deeds that I've lost with other archetypes?


Hi all,
I was wondering...this vigilante talent states:

"Twice per day as a full-round action, the vigilante can use the environment weapon vigilante talent to improvise an alchemical weapon worth no more than 15 gp per vigilante level."

I was wondering, however...since it states also...
"To select this talent, the vigilante must have the environment weapon vigilante feat, and he must have selected jungle, swamp, or water for that talent."

...this does mean that this talent can be used only in jungle, swamp or water environment?

...or just that needs jungle, swamp or water to be chosen to "unlock" its selection?

While the wording is unclear, seems the former, but it'd a pity if such a cool talent wasn't available in other environments as well! :(
Skarm

P.S.: Also I was wondering:
The Nature's Weapon feat has the text "You can turn nearly anything you might find in the wilderness into an improvised melee weapon."
...this means that it cannot be used in urban environment?


Hi all,

In the PFS Guide there is written:

"If a spell appears at different levels on two different
lists, use the lower level spell to determine cost (for
example, poison would be priced as a 3rd-level druid
spell instead of a 4th-level cleric spell)."

So I was wondering:

Teleport is listed as...
"arcanist 5, magus 5, medium 4, occultist 5, psychic 5, sorcerer/wizard 5, spiritualist 5, summoner 4, summoner (unchained) 5, witch 5"

...since Medium and Summoner have it as 4th level spell, can I consider it a 4th level spell for wand purpose?

And...if a spell, like Jester's Jaunt, isn't listed in any of the main spellcasting class lists...could I use the "minor" spellcasting classes for having a wand with it?

Thanks,
Skarm


Hi all,
I was wondering about one thing:

The Warlock mystic bolts aren't a very powerful weapon, but there is no wording against them being "wielded" (unlike kinetic blasts)...

...so I was wondering:

For sure I can use Weapon Focus...and, as consequence, Dazzling Display.

Would I be able to use them to deal non-lethal damage?

So...could I use them with the Enforcer feat?

And what about using it with Weapon Versatility, which lists:
"When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon."

...and then get Sap Adept and Sap Master?

Thanks,
Skarm


Hi all,
I was wondering:

Mirror Polish would allow a metal shield to be used as mirror.
Mirror Hideaway would allow to use a mirror as a portal to an extra-dimensional space.

...so, in theory, by using these together, a character could have an instant-hideout into whom he or she can withdraw (maybe with an Escape Artist check to fit through a narrow space??)?

Thanks,
Skarm


Hi all,
I was wondering a few things about familiars:

a) Familiars start with Intelligence 6+ and, as such, since Animal creature type lists "no creature with an Intelligence score of 3 or higher can be an animal)"...they are in fact of the Magical Beast type.

However...there is any official source that lists this clearly and openly?

b) If familiars are Magical Beasts, the Bestiary also states:
"A magical beast possesses the following traits (unless otherwise noted in a creature’s entry).

Darkvision 60 feet."

...so familiars get Darkvision 60 feet on top of their normal abilities?

c) If familiars are Magical Beasts:
"...can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak)." ...so the character can speak to his familiar and get understood, right?

d) Familiars get the skills in their animal description as "Class Skills", right?

e) Familiars must be trained (as animals) and require Handle Animal checks or can be asked to do things (as free action)?

f) With magic item there are the rules in Organized Play FAQ, but, in theory, could I buy mundane equipment size for a familiar?
Like a tiny backpack? :D
Would that be possible also in PFS?

g) A Tiny familiar shouldn't have its attack modified by Dexterity by default?

Thanks,
Skarm


Hi all,
The granadier has the Alchemical Weapon class feature, which states as follows:

"At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck."

So...in theory, I can have any harmful alchemical liquid or powder (alchemical weapon) infused in any other weapon or piece of ammunition:

But...

...since alchemical weapons ARE weapons, I could have alchemical weapons infused with alchemical liquid and powders?

...I could create a mixture with the Hybridization Funnel and infuse that mixture into the chosen weapon?

...could I infuse incredibly damaging mixtures in apparently innocent ammunitions...

...like an Alchemical Acid Fire mixture infused into a featherweight dart? Would this allow to fire inconspicuously from a wrist launcher and still cause 1d6 acid, 1d6 fire and 1d6 fire in the next round to the affected creature?

...if I succeeded the Sleight of Hand skill check to keep the wrist launcher concealed, I could have a low-level NPC *burst in flame* in an apparent (albeit fake) example of "self-combustion"??

What if I ALSO poisoned that dart before loading in the wrist launcher? The above NPC might be killed by the joint effect of poison and alchemical infusion?

I'd have found fascinating to use alchemical weapon with things like pellet grenades, which seem quite weak compared with other alchemical weapons...but apparently this ability doesn't like splashes, spreads or other area of effect effects...

...BUT...if I had a Rogue (Poisoner) of at least 3rd level, I could change a cheap poison (i.e., Red Tears) into an inahalant poison and then glue multiple vials of converted poison to an iron pellet grenade...and...

...when the grenade explodes, the inhalant poison could get spread into the burst area of effect (generating a nasty chemical weapon!!)!!

Would be this do-able?

Also there are some alchemical tools that deal damage, such as the blasting jelly or the phosphorescent gel and there are some weapons that ALREADY have no splash effect...such as a tar bomb!

...so...would be possible infuse blasting jelly into a tar bomb?

...and a wielded alchemical weapon such as the flame fountain firework could be infused with blasting jelly and alchemical fire to deal a devastating fire strike on the first hit opponent as touch melee attack?

There are other inconspicuous weapons like the feartherweight darts...or they are the unique option to damage without being noticed?

The alchemist could use this ability on someone else's weapon (i.e., the barbarian's axe or the paladin's greatsword) to add an "extra kick" to the party strikers?

Thanks,
Skarm


Hi all,
I have a little doubt:

Apparently Eldritch Poisoner & Grenadier archetypes DO STACK, because they change different class features BUT the character finds himself with an unusable "precise bombs" alchemical discovery...

...since Eldritch Poisoner has replaced the bomb class feature (but being a bonus, there is nothing forbidding to earn it as bonus!)...

...and, at the same time, since Grenadier has given up Poison Use,
the character cannot temporarily craft or buy poisons (as he has no Poison Use feature)...am I wrong?

However, if the character is multiclassed in from the Rogue (Poisoner), he'd regain the poison use class feature from the Rogue and would be able to access poisons...and, in fact, make marvels with them!!

Am I wrong or is it right??

Also...am I right in assuming all above archetypes are PFS-legal?

Thanks,
Skarm


Hi all,
I was wondering a few things about hybridization funnel...

...in PFS:
a) From Additional Resources, seems to be PFS legal...am I wrong?
b) There is some special restriction on its use (i.e., use only by Alchemists & Investigators, etc...)?

While the funnel works as follows:
"Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both..." and has the following restrictions "Only liquids may be mixed with the funnel...The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist’s fire with alchemist’s fire) has no effect. A mixture cannot be combined with another mixture."

I have still the following doubts:
c) The splash weapon has the effect of BOTH substances...but this means that saving throws (if any) are rolled for EACH substance as if it had been INDIVIDUALLY THROWN?
d) As long as are "liquids" and "alchemical splash weapons", from the wording above, I cannot add a mixture to a mixture, but nothing seems to forbid to add a FURTHER PURE alchemical splash weapon to the mixture...albeit with the risk of ruining all the process and wasting a lot of resources...am I wrong?

Obviously need to be different alchemical splash weapons, which reduces the potential applicability...

...but, for example, would be possible to do as such ... ?

10 minutes, roll successful = stack Alchemical Fire & Acid -> Alchemical Acid Fire Mixture.

10 minutes, roll successful = stack Alchemical Acid Fire Mixture &
Lyddric Essence -> Alchemical Lyddric Acid Fire Mixture.

10 minutes, roll successful = stack Alchemical Lyddric Acid Fire Mixture & Mineral Acid -> Alchemical Mineral Lyddric Acid Fire Mixture.

Each time I attempt the roll, unless I have incredibly high Craft (Alchemy), I run the risk of wasting all items (which seems a fair balance)...but on other hand, if I succeed in all checks, I might get increasingly powerful alchemical weapons!

Am I wrong? Could it work also in PFS or there are already rules against it?

Thanks,
Skarm


Hi all,
I have a perplexity:

According to the Additional Resources for Pathfinder Roleplaying Game: Adventurer's Guide:

"Misc.: The focused arcane spell schools, investigator talents, psychic discipline, rogue talents, and shaman spirit are legal for play. The order of the asp cavalier order, the Twice-Damned Prince legendary spirit, Thassilonian magic, Thassilonian specialist options are not legal for play."

So apparently the rogue talent from p. 53 is legal and lists:

"Knockout Queen (Ex): Sabriune has passed on the secret
of swiftly manufacturing drow poison. Once per day,
the rogue can create 1 or more doses of drow poison by
spending 25 gp per dose; this process takes 30 minutes of
work, regardless of the number of doses she creates. She
can create no more than 1 dose for every 3 rogue levels she
has (minimum 1 dose). Creating drow poison in this way
does not require a skill check, but the created poison spoils
if not used within 24 hours."

This means that, by mean of this talent, a character can legally create Drow Poison in PFS?

Thanks,
Skarm


...shurikens and featherweight darts where are supposed to be kept?

Thanks,
Skarm


Hi all,
I have a doubt about the Consume Life ability:

"As a full-round action, she can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points."

This means that anything less than 2 Hit Dice don't give any arcane reservoir points, which is fine.

However...

"The twilight sage adds 2 points to her arcane reservoir if the creature’s Hit Dice equaled or exceeded the sage’s character level..."

Ok...obviously you get more points if the creature was powerful, but...

"...or 1 point if the creature’s Hit Dice equaled at least 1/2 her character level."

...and what you get if the creature's Hit Dice were less than 1/2 her character level??

Because seems that the 2 Hit Dice thing was already set to balance and this extra "balancing" feels like a badly-written ability... :(

Any clue?

Thanks,
Skarm


Hi all,
I was wondering:

A kineticist (i.e., aether kineticist) can act in a subtle way?
I mean basic telekinesis and basic pyrokinesis could be used in a way that opponents can't notice the character is using them?

Apparently psychic spellcasters give no outward signs of their magic usage, but I was wondering if, apart from gather power (which is unsubtle), kineticist could do the same...
Skarm


Hi all,
If a repeating crossbow was enchanted with endless ammunition...would it allow to keep firing bolts as free action since the text states "as long as it holds bolts"?

Moreover, repeating crossbow of which material count as being made?
Metal or wood? Could be used Darkwood to produce them?
Skarm


Hi all,
I was wondering:

A wayfinder is slot-less and it is not a weapon...but...it needs to be wielded in order to use its powers or can be activated just by having it on one's person?

For example, can you use a Wayfinder to cast light even if you have no free hands (i.e., you are dual-wielding)?

Thanks,
Skarm


Hi all,
I was wondering:

The Caster Level for Wondrous Items means that any spell associated with that magic item will be cast at that level?

For example, if I had a wayfinder with the igniting or the jade wayfinder enhancement, since the Wayfinder is listed with CL 5th,
the spark or guidance cantrips would be cast as if I was a 5th level caster?

Thanks,
Skarm


Hi all,
I was wondering:

If I had a Hungry Ghost Monk and used a Summon Minor Monster wand to summon 1d3 lizards...would I be able to order to attack me and kill them to refuel my ki pool?

Or would the duration be too limited?

( I mean, the 1 round would last until the beginning of my round making me unable to attack them? )

An alternative option would be a Mount wand...summoning a pony and order it to attack me, since the 2 hour of duration would allow me to perform all my attacks...

Would this be an easy and portable option?

Any other idea of "portable-to-kill" creatures for quick refuelling? XD
Skarm


Hi all,
I was wondering:

In theory, a character who is a twilight sage, a ghost monk and a swashbuckler:
- At 5th level of Hungry Ghost Monk would recover 1 ki point by bringing to 0 hp (or less) or critical hitting a living opponent.
- Could replenish 2 or 1 points of Arcane Reservoir by "sucking" a creature with less than 0 hp.
- Could recover 1 panache by bringing to 0 hp (or less) or critical hitting an opponent with a light or 1 handed piercing weapon.

This would mean that:

Against a living opponent and using a light or 1 handed piercing weapon, I could recover 1 ki point AND 1 panache point by "critting" or bringing to 0 hp (or less).

And, if I brought him to -1 or less, I could recover Arcane Reservoir by "sucking" him too??

Am I right??

Moreover, with the HGM and Swashbuckler, I'd need to do the dirty work myself, but with Consume Life...I can "suck" opponents downed by other party members???

Thanks,
Skarm

P.S.: With a Hungry Ghost Monk and Swashbuckler dual-wielding a high-crit range weapon (i.e., Wakizashi) and weapon with Keen and Skewering weapon quality wouldn't this be an "over-kill" combo?

I mean...with a Wakizashi I would threaten a critical hit on 15+ and I could "force" the critical hit by spending panache. While still I need to confirm the critical to get back ki points and panache, the critical threat would be 25% of times...and by "forcing" criticals, I would be both increasing the chance to kill the opponent (allowing to recover panache) AND automatically recover ki points.

Moreover, I have the impression that there is no "cap" on the ki point and panache recovery per round...right?

Also I was wondering if there is any way to flurry with a Wakizashi, but I am afraid there is none...or at least, none that would be PFS legal...am I wrong?

P.P.S.: Also...I was thinking...the demented idea of the cage of rats to antagonize and force to attack...would work also for swashbucklers...am I wrong?


Hi all,

I was wondering:

What is the difference between having content listed as "legal for play" for an Adventure Path and having an item on the Chronicle Sheet?

For rule books is clear but for AP not so much:

If one owns the AP module book, the "legal item" for Additional Resources becomes available or it becomes so after you get the Chronicle Sheet?

But if it is the latter (Chronicle Sheet to "unlock")...why bother referring in Additional Resources instead of keeping its existence secret as for the module stuff? :-?

Thanks,
Skarm


The Additional Resources for Pathfinder Roleplaying Game: Ultimate Equipment lists:
"All items from Chapter 2 are legal for play except as noted below.

Equipment: Only creatures of the animal type of size Large and smaller may be purchased. No eggs are legal for play. A PC can only purchase an animal, mount, or similar creature if its Challenge Rating is lower than that character's level; creatures with a Challenge Rating of 1 or lower are exempt from this restriction, as are horses. Animal-related gear on pages 80-86 is available for purchase. Transports on pages 86-87 are not available for purchase. All alchemical remedies, alchemical tools, alchemical weapons, clothing, entertainment items, and food and drink are legal for play.

Any character with the Poison Use class ability can purchase and use poisons. For now, they are the only classes that have a list of "always available poisons" (those noted below)—no other class may purchase poisons unless they appear on a Chronicle sheet or in another legal source. Alchemists, ninja, and poisoner rogues may only purchase the following poisons: black adder venom, bloodroot, giant wasp poison, greenblood oil, large scorpion venom, malyass root paste, Medium spider venom, nitharit, shadow essence, small centipede poison, terinav root."

I don't understand:

Poisons not on that list CANNOT be purchased or CAN be purchased IF the player owns the Ultimate Equipment manual?

For example, Blue Whinnies and Drow Poison can be purchased/crafted in that case?

Thanks,
Skarm

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